caravann, on 01 September 2022 - 08:55 AM, said:
The thing about streaks is that they're unable to shoot at targets standing too close to the mech because it's how limit range work on LRM so even with instant lock the flea will hug itself free from any weapon fire.
In fact streaks should work like LRM since they actually do miss their targets in MWO.
Streaks are able to =
A= slam into walls
B = Shoot at team members
C= Forgetting their targets.
Streak missiles
cannot work the way they do in Tabletop, because in TTBT how Streaks work is that you roll to shoot, see if you hit, and if you miss the missiles retroactively don't bother firing. Streak missiles in TTBT travel back through time to slap themselves across the cheek and say "NO! BAD! STAY IN YOUR ROOM!" if they travel from the launcher and don't hit a 'Mech. Obviously that cannot work in a real-time game like MWO, where nothing is ever truly idiot-proof. Given the limitation of "cannot travel backwards in time", Streaks have to occasionally whiff if somebody fires them in a terrible way. Doesn't mean turning them into regular SRMs with extra weight for no reason is the answer.
Nightbird, on 01 September 2022 - 08:10 AM, said:
If it takes 5 seconds to lock and 5 seconds for missiles to travel, then it is 10 seconds of missile to target. But, if you lose the lock at any point, you're have to relock from the start or if lost during flight you miss since you don't have 5 secs to re-aquire lock.
If it takes 0 seconds to lock and 10 seconds for missiles to travel, it is still 10 seconds to target. But, if you lose lock mid way, it doesn't matter, as long as you get direct or indirect sensor on target, you can re-aquire the lock instantly and guide missiles in.
This is a huge buff to missiles and my last post on the topic. Figure it out, or don't lol.
I'm confused. If it's a huge buff to missiles, why would anyone want it done? Wasn't the entire point to try and reduce the efficacy of lock-on systems? I can see what you're saying in that reacquiring lock mid-flight becomes feasible with this system, but I'm also not sure why missiles need to be a reduced to a speed where light 'Mechs can quite literally outrun them to make it work. Some velocity penalty might be warranted, but does it
have to be half or less warhead velocity? Even the longest-ranged of missile salvos is barely a midrange option compared to the nearly two kilometers of damaging range from tricked-out direct-fire sniping weapons, I'd wonder why anyone would bother with missile fire much beyond four hundred meters with warheads moving half the speed they currently do.